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Combat Rules
Combat Rules
The Basics
Combat Turn Sequence
Initiative
Initiative Attribute
Initiative Score
Initiative Passes
Changing Initiative
Delaying Actions
Timed Items and Initiative
Movement
Running and Walking
Sprinting
Running Modifiers
Action Phase
Free Actions
Simple Actions
Complex Actions
Interrupt Actions
Accuracy
Armor
Armor and Encumbrance
Specialized Protection
Armor Penetration
Combat Resolution
Combat Sequence
Grazing Hits
Ranged Combat
Ranged Attack Modifiers
Environmental Modifiers
Environmental Modifier Compensation
Visibility
Light/Glare
Wind
Range
Recoil
Progressive Recoil
Single Shots
Vehicle and Drone Mounted Weapons
Situational Modifiers
Firing From Cover with Imaging Device
Firing From a Moving Vehicle
Attacker in Melee Combat
Attacker Running
Attacker Using Image Magnification
Attacker Using Off-Hand Weapon
Attacker Wounded
Blind Fire
Called Shot
Previously Aimed With Take Aim
Wireless Smartgun
Firearms
Firing Modes
Single Shot
Semi-Automatic
Semi-Automatic Burst
Burst Fire
Long Burst
Full-Auto
Suppressive Fire
Shotguns
Choke Settings
Narrow Spread
Medium Spread
Wide Spread
Projectiles
Grenades
Launchers
Triggers
Determine Scatter
Blast Effects
Blasts In a Confined Space
Multiple Simultaneous Blasts
Bows
Crossbows
Gunnery
Sensor Attacks
Sensor Targeting
Passive Targeting
Active Targeting
Melee Combat
Reach
Changing Damage Types
Modifiers
Charging Attack
Attacker Prone
Called Shot
Superior Position
Off Hand Weapons
Environmental Modifiers
Friends in Melee
Opponent Prone
Touch-Only Attack
Melee Damage
Multiple Attackers
Simple Bonus
Melee Teamwork
Defending in Combat
Ranged Defense
Melee Defense
Defender Inside a Moving Vehicle
Defender Prone
Defender Surprised
Defender Wounded
Attacker Has Longer Reach
Defender Has Longer Reach
Defending Against a Charge Attack
Defender has Defended Against Previous Attacks
Firing Flechette on Narrow Spread
Firing Flechette on Medium Spread
Firing Flechette on Wide Spread
Attacker Firing Full Auto Burst (Complex)
Attacker Firing Long Burst or Full Auto Burst (Simple)
Attacker Firing Burst
Defender in Melee Target of Ranged Attack
Defender Running
Defender/Target Has Good Cover
Defender/Target Has Partial Cover
Targeted by an Area-Effect Attack
Cover
Active Defenses
Full Defense
Dodge
Parry
Block
Special Actions
Surprise
Surprise and Perception
Surprise Tests
Ambushing
Surprise in Combat
Effects of Surprise
Interception
Knockdown
Subduing
Called Shots
Multiple Attacks
Dead Man's Trigger
Barriers
Shooting Through Barriers
Destroying Barriers
Penetration Weapons
Body Barriers
Vehicles
Vehicle Overview
Vehicle Stats
Vehicle Speeds
Vehicle Tests
Modifiers
Impaired Visibility
Limited Lighting
Pilot Surprised
Pilot Wounded
Vehicle Damaged
Piloting Using AR/VR
Crashes
Vehicle Combat
Tactical Combat
Movement Rates
Actions
Chase Combat
Chase Ranges
Chase Environment
Chase Actions
Passenger Actions
Attacks Against Vehicles
Vehicle Damage
Called Shots on Vehicles
Air and Naval Warfare
Damage and Healing
Damage
Types of Injury
Physical Damage
Stun Damage
Wound Modifiers
Exceeding the Condition Monitor
Special Damage Types
Elemental Damage
Acid Damage
Cold Damage
Electricity Damage
Fire Damage
Falling Damage
Fatigue Damage
Fatigue From Running
Fatigue From Environments
Hunger, Thirst and Sleep Deprivation
Healing
First Aid
Natural Recovery
Stun Damage
Physical Damage
Glitches and Healing
Medicine
Medkits and Autodocs
Magical Healing
Stabilization